3Ds Max 2011: How to set a T-POSE to a given 3D model?

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manel
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3Ds Max 2011: How to set a T-POSE to a given 3D model?

Post by manel »

Hello everyone,

I'm a programmer and I'm using the kinect's output to move 3D models.

I have a model in 3Ds max with a initial pose which is not T. How can I apply the T-Pose to this model? I've never used this kind of modelling software but I think there should be an easy way to do it, right?

I'm using OgreMaxSceneExporter2.3.15 as exporter.

Thanks.
Last edited by manel on Tue Sep 13, 2011 5:20 pm, edited 2 times in total.
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metaldev
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Re: How to set a T-POSE to a given 3D model?

Post by metaldev »

are you asking how to move the bones around in max? or how to set an initial state for the skeleton on export? if so, it would help others to answer your question if you mention what exporter are you using.
manel
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Re: 3Ds Max 2011: How to set a T-POSE to a given 3D model?

Post by manel »

yeah, I'd like to set an initial state for the skeleton on export.

Now, I'm moving the model and exporting but I get awful results. For example, sometimes in OgreMeshy I see the model on one side, and the skeleton on another!

Thanks for your feedback. ;)
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